/* * The Mana Server * Copyright (C) 2004-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana Server. If not, see . */ #ifndef STORAGE_H #define STORAGE_H #include #include #include #include "dal/dataprovider.h" #include "common/transaction.h" class Account; class CharacterData; class ChatChannel; class FloorItem; class Guild; class Letter; class Post; /** * The high level interface to the database. Through the storage you can access * all accounts, characters, guilds, worlds states, transactions, etc. */ class Storage { public: Storage(); ~Storage(); /** * Connect to the database and initialize it if necessary. */ void open(); /** * Disconnect from the database. */ void close(); /** * Get an account by user name. * * @param userName the owner of the account. * * @return the account associated to the user name. */ Account *getAccount(const std::string &userName); /** * Get an account by Id. * * @param accountID the Id of the account. * * @return the account associated with the Id. */ Account *getAccount(int accountId); /** * Gets a character by database Id. * * @param id the ID of the character. * @param owner the account the character is in. * * @return the character associated to the Id. */ CharacterData *getCharacter(int id, Account *owner); /** * Gets a character by character name. * * @param name of the character * * @return the character associated to the name */ CharacterData *getCharacter(const std::string &name); /** * Gets the id of a character by its name. * * @param name the name of the character. * * @return the id of the character */ unsigned getCharacterId(const std::string &name); /** * Add an account to the database. * * @param account the new account. */ void addAccount(Account *account); /** * Delete an account and its associated data from the database. * * @param account the account to delete. */ void delAccount(Account *account); /** * Update the date and time of the last login. * * @param account the account that recently logged in. */ void updateLastLogin(const Account *account); /** * Write a modification message about Character points to the database. * * @param CharId ID of the character * @param CharPoints Number of character points left for the character * @param CorrPoints Number of correction points left for the character */ void updateCharacterPoints(int charId, int charPoints, int corrPoints); /** * Write a modification message about character skills to the database. * * @param CharId ID of the character * @param SkillId ID of the skill * @param SkillValue new skill points */ void updateExperience(int charId, int skillId, int skillValue); /** * Write a modification message about character attributes * to the database. * * @param charId The Id of the character * @param attrId The Id of the attribute * @param base The base value of the attribute for this character * @param mod The cached modified value for this character. */ void updateAttribute(int charId, unsigned attrId, double base, double mod); /** * Write a modification message about character skills to the database. * * @param CharId ID of the character * @param monsterId ID of the monster type * @param kills new amount of kills */ void updateKillCount(int charId, int monsterId, int kills); /** * Inserts a record about a status effect into the database * * @param charId ID of the character in the database * @param statusId ID of the status effect * @param time Time left on the status effect */ void insertStatusEffect(int charId, int statusId, int time); /** * Sets a ban on an account (hence on all its characters). * * @param id character identifier. * @param duration duration in minutes. */ void banCharacter(int id, int duration); /** * Delete a character in the database. * * @param charId character identifier. */ void delCharacter(int charId) const; /** * Delete a character in the database. The object itself is not touched * by this function! * * @param character character object. */ void delCharacter(CharacterData *character) const; /** * Removes expired bans from accounts */ void checkBannedAccounts(); /** * Tells if the user name already exists. * * @param name The user name to check * * @return true if the user name exists. */ bool doesUserNameExist(const std::string &name); /** * Tells if the email address already exists. * * @param email The email address to check * * @return true if the email address exists. */ bool doesEmailAddressExist(const std::string &email); /** * Tells if the character's name already exists. * * @param name The character name to check * * @return true if character's name exists. */ bool doesCharacterNameExist(const std::string &name); /** * Updates the data for a single character, * does not update the owning account or the characters name. * Primary usage should be storing characterdata * received from a game server. * * @param ptr Character to store values in the database. * * @return true on success */ bool updateCharacter(CharacterData *ptr); /** * Add a new guild. * * @param guild The guild to add in database. */ void addGuild(Guild *guild); /** * Delete a guild. * * @param guild The guild to remove from database. */ void removeGuild(Guild *guild); /** * Add member to guild. * * @param guildId The guild Id where to add the member * @param memberId The character Id to add in the guild. */ void addGuildMember(int guildId, int memberId); /** * Remove member from guild. * * @param guildId The guild Id where to remove the member * @param memberId The character Id to remove from the guild. */ void removeGuildMember(int guildId, int memberId); /** * Save guild member rights. * * @param guildId The guild Id where to set the member's right * @param memberId The character Id * @param memberId The new right level of the member. */ void setMemberRights(int guildId, int memberId, int rights); /** * Get the list of guilds. * * @return a list of guilds */ std::map getGuildList(); /** * Add a floor item to map. * * Used to keep the floor item persistently between two server restart. * * @param mapId The map id * @param itemId The item id * @param posX Position X of the item in pixels * @param posY Position Y of the item in pixels */ void addFloorItem(int mapId, int itemId, int amount, int posX, int posY); /** * Remove item from map persistence * * @param mapId The map id * @param itemId The item id * @param posX Position X of the item in pixels * @param posY Position Y of the item in pixels */ void removeFloorItem(int mapId, int itemId, int amount, int posX, int posY); /** * Get all persistent items from the given map id * * @param mapId The map id */ std::list getFloorItemsFromMap(int mapId); /** * Update an account to the database. * * @param Account object to update. */ void flush(Account *); /** * Gets the value of a quest variable. * * @param id character id. * @param name quest var name to get. */ std::string getQuestVar(int id, const std::string &); /** * Sets the value of a quest variable. * * @param id character id. * @param name quest var name to set. * @param value value to set. */ void setQuestVar(int id, const std::string &, const std::string &); enum SpecialMapId { WorldMap = 0, SystemMap = -1 }; /** * Gets the string value of a world state variable. The \a mapId should * be a valid map ID or either WorldMap or SystemMap. * * @param name Name of the requested world variable. * @param mapId ID of the specific map. */ std::string getWorldStateVar(const std::string &name, int mapId); /** * Sets the value of a world state variable. The \a mapId should be a * valid map ID or either WorldMap or SystemMap. * * @param name Name of the world vairable. * @param value New value of the world variable. */ void setWorldStateVar(const std::string &name, const std::string &value, int mapId); /** * Gets the value of all world state variables of a specific map. The * \a mapId should be a valid map ID or either WorldMap or SystemMap. * * @param mapId ID of the specific map */ std::map getAllWorldStateVars(int mapId); /** * Set the level on an account. * * @param id The id of the account * @param level The level to set for the account */ void setAccountLevel(int id, int level); /** * Set the level on a character. * * @param id The id of the character * @param level The level to set for the character */ void setPlayerLevel(int id, int level); /** * Store letter. * * @param letter The letter to store */ void storeLetter(Letter *letter); /** * Retrieve post * * @param playerId The id of the character requesting his post */ Post *getStoredPost(int playerId); /** * Delete a letter from the database. * @param letter The letter to delete. */ void deletePost(Letter *letter); /** * Returns the version of the local item database. * * @return the database version number. */ unsigned getItemDatabaseVersion() const { return mItemDbVersion; } /** * Sets the status of a character to online (true) or offline (false). * * @param charId Id of the character. * @param online True to mark the character as being online. */ void setOnlineStatus(int charId, bool online); /** * Store a transaction. * * @param trans The transaction to add in the logs. */ void addTransaction(const Transaction &trans); /** * Retrieve the last \a num transactions that were stored. * * @return a vector of transactions. */ std::vector getTransactions(unsigned num); /** * Retrieve all transactions since the given \a date. * * @return a vector of transactions. */ std::vector getTransactions(time_t date); /** * Provides direct access to the database. Use with care! * * @return a database provider object. */ dal::DataProvider *database() const { return mDb; } private: // Prevent copying Storage(const Storage &rhs); Storage &operator=(const Storage &rhs); /** * Gets an account from a prepared SQL statement * * @return the account found */ Account *getAccountBySQL(); /** * Gets a character from a prepared SQL statement * * @param owner the account the character is in. * * @return the character found by the query. */ CharacterData *getCharacterBySQL(Account *owner); /** * Fix improper character slots * * @param accountId the account database Id. * * @note Will be deprecated in the future at some point. */ void fixCharactersSlot(int accountId); /** * Synchronizes the base data in the connected SQL database with the xml * files like items.xml. * This method is called once after initialization of DALStorage. * Probably this function should be called if a gm requests an online * reload of the xml files to load new items or monsters without server * restart. */ void syncDatabase(); dal::DataProvider *mDb; /**< the data provider */ unsigned mItemDbVersion; /**< Version of the item database. */ }; extern Storage *storage; #endif // STORAGE_H